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2020-11-14Fix file modesdannye1-0/+0
2020-07-20Add comments associating constants with data, and identify some more dataRangi1-0/+1
2020-07-17Port dbsprite macro for OAM y,x,tile,attr data from pokecrystalRangi1-2/+2
2020-07-07Use 'tile' and 'tiles' macrosRangi1-2/+2
2020-07-05Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellowRangi1-1/+1
2020-06-27Organize gfx/Rangi1-4/+6
2016-06-12sync engine code with pokeyellowYamaArashi1-4/+4
2016-06-11remove address commentsYamaArashi1-4/+4
2015-08-09Replace some hardcoded data sizesdannye1-1/+1
2015-08-05Use more lbdannye1-1/+1
and other clean up
2015-07-14player animations, emotion bubbles, etc.YamaArashi1-9/+15
2015-07-03Rename/organize part 1 of 4U-Daniel-PC\Daniel1-3/+3
rename functions, clean up address/wram comments, other misc only broken up so that all changes are viewable on github
2014-09-13Commented more sprite and map codeYamaArashi1-3/+3
2014-06-16Rename predef functions so they aren't excessive in length.yenatch1-1/+1
This is mostly because of an rgbasm bug that prevents macro arguments from exceeding 16 characters, but the names were bad anyway.
2014-05-30Remove redundant dimensions in image filenames.yenatch1-1/+1
2014-05-29Use VRAM constants where applicable.yenatch1-1/+1
2014-05-26Remove most static wram addresses. Use labels instead.yenatch1-11/+11
For unknown addresses, use "w<address>". Label overleads are still an issue.
2014-05-22Pull a lot of engine out of main.asmU-Fish-PC\Daniel1-0/+68